import bpy import re from typing import List, Tuple, Optional from bpy.types import Material, Operator, Context, Object from ..core.common import clean_material_names from ..core.register import register_wrap from ..functions.translations import t def textures_match(tex1: bpy.types.ImageTexture, tex2: bpy.types.ImageTexture) -> bool: return tex1.image == tex2.image and tex1.extension == tex2.extension def consolidate_nodes(node1: bpy.types.ShaderNodeTexImage, node2: bpy.types.ShaderNodeTexImage) -> None: node2.color_space = node1.color_space node2.coordinates = node1.coordinates def copy_tex_nodes(mat1: Material, mat2: Material) -> None: for node1 in mat1.node_tree.nodes: if node1.type == 'TEX_IMAGE': node2 = mat2.node_tree.nodes.get(node1.name) if node2: node2.mapping = node1.mapping node2.projection = node1.projection def consolidate_textures(mat1: Material, mat2: Material) -> None: if mat1.node_tree and mat2.node_tree: for node1 in mat1.node_tree.nodes: if node1.type == 'TEX_IMAGE': if node1.node_tree: consolidate_textures(node1.node_tree, mat2.node_tree) for node2 in mat2.node_tree.nodes: if (node2.type == 'TEX_IMAGE' and node1.image == node2.image): consolidate_nodes(node1, node2) node2.image = node1.image copy_tex_nodes(mat1, mat2) def color_match(col1: Tuple[float, float, float, float], col2: Tuple[float, float, float, float], tolerance: float = 0.01) -> bool: return abs(col1[0] - col2[0]) < tolerance def materials_match(mat1: Material, mat2: Material, tolerance: float = 0.01) -> bool: if not color_match(mat1.diffuse_color, mat2.diffuse_color, tolerance): return False if mat1.roughness != mat2.roughness: return False consolidate_textures(mat1, mat2) return True def get_base_name(name: str) -> str: mat_match = re.match(r"^(.*)\.\d{3}$", name) return mat_match.group(1) if mat_match else name def report_consolidated(self: Operator, num_combined: int) -> None: self.report({'INFO'}, f"Combined {num_combined} materials") @register_wrap class CombineMaterials(Operator): bl_idname = "avatar_toolkit.combine_materials" bl_label = t("Optimization.combine_materials.label") bl_description = t("Optimization.combine_materials.desc") bl_options = {'REGISTER', 'UNDO'} @classmethod def poll(cls, context: Context) -> bool: return context.active_object is not None def execute(self, context: Context) -> set: bpy.ops.object.mode_set(mode='OBJECT') armature: Optional[Object] = next((obj for obj in bpy.data.objects if obj.type == 'ARMATURE'), None) if not armature: return {'CANCELLED'} meshes: List[Object] = [obj for obj in bpy.data.objects if obj.type == 'MESH' and 'Armature' in obj.modifiers and obj.modifiers['Armature'].object == armature] if not meshes: return {'CANCELLED'} bpy.ops.object.mode_set(mode='OBJECT') self.consolidate_materials(meshes) self.remove_unused_materials() self.cleanmatslots() self.clean_material_names() bpy.ops.object.mode_set(mode='OBJECT') bpy.context.view_layer.objects.active = armature return {'FINISHED'} def consolidate_materials(self, objects: List[Object]) -> None: mat_mapping: dict = {} num_combined: int = 0 for ob in objects: for slot in ob.material_slots: mat: Optional[Material] = slot.material if mat: base_name: str = get_base_name(mat.name) if base_name in mat_mapping: base_mat: Material = mat_mapping[base_name] if materials_match(base_mat, mat): consolidate_textures(base_mat, mat) num_combined += 1 slot.material = base_mat else: mat_mapping[base_name] = mat report_consolidated(self, num_combined) def remove_unused_materials(self) -> None: for mat in bpy.data.materials: if not any(obj for obj in bpy.data.objects if obj.material_slots and mat.name in obj.material_slots): bpy.data.materials.remove(mat, do_unlink=True) def cleanmatslots(self) -> None: for obj in bpy.data.objects: if obj.type == 'MESH': obj.select_set(True) bpy.context.view_layer.objects.active = obj bpy.ops.object.material_slot_remove_unused() obj.select_set(False) def clean_material_names(self) -> None: for obj in bpy.data.objects: if obj.type == 'MESH': clean_material_names(obj)